/Engine/Source/Developer/TargetPlatform/Public/Interfaces/IShaderFormat.h
Create a format specific archive for precompiled shader code.
true if the archive was created
virtual bool CreateShaderArchive ( [FString](API\Runtime\Core\Containers\FString) const & LibraryName, [FName](API\Runtime\Core\UObject\FName) ShaderFormatAndShaderPlatformName, const [FString](API\Runtime\Core\Containers\FString) & WorkingDirectory, const [FString](API\Runtime\Core\Containers\FString) & OutputDir, const [FString](API\Runtime\Core\Containers\FString) & DebugOutputDir, const [FSerializedShaderArchive](API\Runtime\RenderCore\FSerializedShaderArchive) & SerializedShaders, const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> & ShaderCode, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutputFiles ) const